The formations and tactics discussed in this class are based on SCA combat experience and US Army Crowd Control formations and Urban Assault tactics. Consider all formations to be shield formations unless otherwise indicated.
Small unit formations, when properly employed in melees, are the key to winning battles. The primary weapons employed should always be the single handed weapon (preferably short sword with thrusting tip) with shield, with augmentations of archers, spear and pole arms strategically placed and used.
Small unit formations may be employed to disperse, contain or block but commanders must realize the limitations of each formation. When employed to disperse small unit formations enable the attacking unit to split the opposing force into smaller segments but can create the problem of small dispersed groups engaged in "small mob tactics". Likewise, formations may be used to block and can aid in containment operations by simultaneously using blocking, flanking and confrontation elements of the formation.
Small unit tactics only truly work with proper training. Training must ensure that the average fighter understands the need to stay in formation. Fighters are much more vulnerable to attack when individuals break ranks and chase after opponents. As individuals, fighters place themselves in danger and the entire formation is threatened if it begins to break down.
Past experience indicates that the most frequently used formations are the line, the wedge, the echelon and the closed formation which can variously be a diamond, a circle or a square. The line formation is used most often. As an defensive formation, the line is used to hold the opponent or to deny access to an area. The echelon as an offensive formation is used to turn or divert groups and to move the opponent away from obstacles. The wedge as an offensive formation is used to penetrate and split an opponents formation. The diamond, as an offensive formation, is used to enter an opponent formation and single out particular targets. As a defensive formation, the diamond or circle is used when all-around security is required. Many variations of these formations can be employed but the appropriate commands and signals must be agreed on and practiced to execute the formations. Because of their somewhat complicated nature and the coordination required for these formations, new variations must be practiced extensively before they are used in an actual battle.
COMMANDS
Commands can be given to units in formation either orally or with hand signals. The oral commands for setup are given before battle begins. The US Army through many years of experience in actual combat and civil disturbance situations has proven that the best way to give all other commands is in two counts, a preparatory command followed by an execution command. Oral commands cannot be relied on completely. Commanders must plan to use alternate methods for relaying commands. When it is necessary, commanders use hand and arm signals with oral commands.
In a major battle, such as the field battle at Pennsic, the units enter the field on opposite sides and make ready in plain view of one another. The commanders of the army should have previously decided what formation they will use and have transmitted this to the large unit commanders. It is at this time that the typical fighter will be given the final instructions as to the units job in the upcoming battle. As the units assemble and the preparations for battle proceed, each fighter automatically takes his assigned place in the line and faces the direction of the units intended advance. At the appropriate time, commanders will give the order to prepare and all fighters will do final armor checks and take up an on guard position. Small unit commanders should make check on the position of their fighters in preparation for the "Lay on" (which, in the case of the Pennsic field battle is a cannon shot).
The following commands are not meant to be all inclusive. These are merely basic commands that need to be understood by all fighters intending to fight in melees. While individual units can develop and practice more complicated maneuvers, please realize that anyone not practicing on a regular basis with your group will not understand the commands and maneuvers being executed. The essence of command is communication. The essence of communication is understanding. A commander can shout orders all day but if the troops don't understand them, there will be no execution.
"Forward", "Step" - On the command "Forward" "Step", the unit steps off one step at a time. The unit commander can call each step to maintain the unit at a steady pace. "Step", "Step", "Step"
"Forward", "March" - On the command "Forward" "March" (a two part command), the unit steps off together at a half step (approximately 24" steps) at approximately 60 steps per minute and maintains a steady forward motion.
"Double time", "Move" - On the command "Double time" "Move", (a two part command), the unit moves from a march step into a quicker step (maintain the same length of step) approximately 120 steps per minute.
"Quick time", "Move" - This command is used to slow the unit from double time to a standard march pace.
"Ready", "Charge" - On the command "Ready" "Charge" the unit breaks into a three-quarter speed run (approximately 180 steps per minute) - Remember, charges are restricted to three steps distance. The command should be timed to just allow the unit to reach speed.
"Ready", "Halt" - Two part command designed to bring the unit to a stop all together. Fighters should take two steps after the "Halt" is given. This ensures that the unit all stops at the same time.
"Pivot Right (or Left)", "Move" - At the command "Pivot Right or Pivot Left" "Move" the fighter on the end of the line called stops in place and turns in the direction of the pivot, anchoring the line at that point. The other fighters continue forward with the fighters closest to the pivot slowing down so as not to rush the other end of the line. The pivot continues until the unit commander calls a different command.
"Wheel Right (or Left)", "Move" - At the command "Wheel Right (or Left)" "Move", the center of the line becomes the pivot. On a pivot right, the center stops, the left end of the line pivots to the right and the right end of the line steps backwards until the unit is facing the direction the unit commander needs and another command is called. On a pivot left, the opposite occurs. The right end of the line steps forward and the left end of the line steps backwards.
"Echelon Right (or Left)", "Move" - At the command "Echelon Right (or Left)" "Move" the base fighter moves to the place indicated by the unit commander and the unit members align themselves at a 45 degree angle behind the base fighter in the direction indicated by the command. The unit may then continue to move in the direction of the echelon or may take a static position to block or may move forward (facing 45 degrees from the angle) using the unit to force the opponent in a particular direction.
"Pulse charge", "Move" - At the Command "Pulse charge", "Move" the unit surges forward to push back the opponent several feet then falls back according to the wishes of the commander, usually to its original position. This move is utilized quite well in bridge battles to kill pole and spearmen who have ventured in front of the shield. This move also works to direct attention to a particular portion of a line battle so that another unit in the line may execute a different action. Another variation is to have a portion of the line pulse charge, then fall back furhter than their original position to create a killing pocket.
"Fall Back" - This command may be given after a pulse charge in a bridge battle or utilized to move one unit back in a line to create a "Killing pocket" or simply to allow the unit to disengage and regroup. Given once by the commander, the command means to for the unit return to its position just before the last move (say after a short charge on a bridge) or, in a line battle, to back up to just out of spear range of the opponent. If the command is repeated multiple times by the unit commander, the unit continues to back up while maintaining its integrity until a further command is given.
"Stay the Line" or "Stand the line" - This command means to hold your position no matter what the cost. Since the command "Hold" means to stop all combat, it is necessary to have a command which means 'Hold your place', without using the word 'Hold' in it.
An important note here to new fighters and new commanders. COMMUNICATE! It is very important for all fighters in the line to talk to each other during the battle. If you see an opening for a spearman near you, tell him. If you want to double team an opponent with blows, talk to the fighter next to you (Go for the guy in the purple. You shoot high and I'll shoot low). If you are behind the line and need to fill in a gap or you are a spearman or polearmsman about to shot over someone's shoulder, tell them, 'I am here'. Unit commanders should access their situation every minute or two and tell your unit what you want them to do. A unit commander should talk almost constantly to his troops, directing blows, directing fighters to fill gaps, etc. If you access that you have the advantage, do not hesitate to use it. The situation may change in less than a minute.
DEFENSIVE FORMATIONS
Line - If used by itself, the line is most effective if used in a restricted area such as a bridge or pass, somewhere that you can utilize the terrain to guard your flanks.
Square or Circle - In open field, this can be very effective if you keep the unit spread out enough to not interfere with one another and to allow any poles or spears inside the square to work. This formation does not work well with anything less than highly trained troops since militia who seldom or never work together have a tendency to either pack in too close or for the people on the side not currently being attacked to break formation and go to the aid of the side that is being attacked. The other major problem with this formation is that it restricts the number of swords swinging at one time (unless you have already been surrounded).
Wedge - In a moving open field battle, possibly the best formation for small units of about 10 people to assume when not a part of a line since it provides the good protection for the group and for the leader. Not good as a static position.
Line with wings - For a unit larger that 20 fighters in a field battle, this is probably the best formation to assume. The wings protect the ends of the line from being rolled up and protect the commander and the pole weapons. If you have enough fighters, an addition to this is the Line with wings with support. (see illustration) This formation is the same as above but with squads of fighters held far enough behind the line to be able to move as a unit to either block an end run by skirmishers or to make a sweep attack on the opponent into his sides or rear.
OFFENSIVE FORMATIONS/MOVEMENTS
Line - If used by itself, the line can be effective in all
situations by forcing the opponent where you want them. Line battles
usually turn into two types of battles,
Surrounds - where one side or the
other engulfs its opponent.
Broken
field - where the lines break up into smaller unit battles. This is
typical of what happens during the field battle at Pennsic.
Flying File - This movement is restricted to small units,
usually under 20 (best with under 10). Just prior to the main group moving
forward to contact the main body of the opponent, a small file of
skirmishers run down the front of the opponents line. The object is not to
solidly engage the opponent but to accomplish two things.
Wedge - Used to penetrate and/or split the opponents line. Can be done with small or large units.
Three man column - This formation is not often used but can be very effective when properly utilized. The attacking force lines up in a three man wide column (shields to the outside, poles in the middle). Since this is a thin line instead of a massive front, there is a great chance of making a deep penetration into the opponents main body before they are stopped. (see illustration)
Skirmishers - This is a small group of fighters who basically fight as individuals in an open group. This type of unit is usually made up of florentine, light pole and very quick, lightly armed sword & shield fighters. The purpose of the group is to get into the opponents rear area and distract them.
Killing pockets - While this may look like a defensive move, it is actually a planned offense. At some point after the lines are engaged, a portion of the line falls back a short distance to allow a portion of the opponents line to "bulge" out. When properly executed, the opponents will pack into this space, hindering their ability to effectively swing their weapons and allowing an attack to be made from three sides. (see illustration).
One point I would like to re-emphasis from Sir Chrispin and Sir William's class on small unit tactics. During a Hold - LOOK AROUND YOU - Know where you are, know where your buddies are, know where the enemy is. After the hold, reform with the closest ally. If you are alone or there are only two or three of you, become skirmishers until you can rejoin with the nearest larger unit. Do not run half way across the field to rejoin your unit while leaving half a dozen of your allies to die alone. In field battles, keep moving. Don't stop to stay with a comrade who has lost a leg. If you have lost a leg, make a nuisance of yourself to the opponent as best you can or crawl to the nearest other wounded ally. And Again, COMMUNICATE.